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TAU EMPIRE EPIC ARMY LIST

Tau Third Phase Expansion Force


CONTENTS
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Version 6.20

Title Page
Tau Background
Tau Special Rules
Tau Army List
Tau Units
Tau Reference Sheet

Army list originally created by:

Jervis Johnson

ERC-appointed army list Champion:

Jim Honda Kontilis

With assistance from:

Trent Bartlem
Zac Berlado
Gary Carney
Chris Reiter
Ben Skinner
Lion in the Stars
Steele
Jaldon
Schmitty
Niyaz
KivArn
Woke_up_dead
The Philosopher
As well as many members of the Tactical Command and
Specialist Games web forums.

Notable development by:

Iaian Werry

List developed for the NetEA Project.

TAU EMPIRE:
Tau Third Phase Expansion Force
TAU BACKGROUND
THE TAU
The alien race known as the Tau inhabit an area of space near the eastern fringe of the galaxy and are a young, dynamic race, with
highly advanced weaponry and technology. Though less than two thousand years old, their fledgling empire is rapidly expanding into
space and encountering all the older races of the galaxy. In galactic terms their empire is small, based around a densely packed
globular cluster of stars, which enables the Tau to travel between them without many of the dangers normally associated with warp
travel. The Tau empire also encompasses several alien races who have been subsumed into the empire voluntarily or whose services
are bought through trade agreements.
Tau civilisation is based around a rigid system of castes, each relating to the four elements of nature - fire, water, air and earth - which
dictate a Tau's particular role within their society, be it warrior, bureaucrat, pilot or worker. Their rulers form a mysterious fifth caste,
translated as the Ethereals, who bind the other castes together. The Tau empire is underpinned by the concept that it is only right and
noble for the individual to set their own desires aside to work together for the greater good of the empire. Overall, they're very good at
it too.
Unlike most alien races which Humanity has encountered, the Tau are not overtly hostile, though they will fight fiercely to protect those
territories they have claimed as their own. The sheer dynamism of the Tau is pushing them further into occupied areas of the galaxy
and this has inevitably brought them into conflict with both Humans and other alien races. Tau space borders on many Ork-held systems and several Imperial sectors. Craftworlds have passed through their space and the first tendrils of the Tyranid Hive Fleets are
approaching. The ongoing expansion of the Tau empire ensures that they are frequently encroaching into other races' territories and
border disputes are quick to flare up on the frontiers.
The Tau way of war is efficient and deadly, combining the advanced technology of their weaponry with the aggression and close combat prowess of their mercenary allies, the Kroot. The Tau dislike close combat, preferring to destroy their enemies at long range as
they are neither particularly strong or tough. When the fighting is likely to get close and bloody, the Tau can call upon allies in the
shape of the Kroot. The Kroot are ferocious carnivores employed as mercenaries and are capable of holding their own against most
opponents. A Tau commander recognises the skills and abilities of all those under his command and uses them to fearsome effect.

We are not here to take your homes, your families and your beliefs away from you. You can even continue to
worship your Emperor-god if you want, you must only swear fealty to the advancement of the Greater Good, which will benefit all members of the empire alike.
We are not here to turn you all into soldiers and demand of you to fight against your former kin. Some of you will be
asked to join our armed forces, in return for the protection that we grant to your planet. But if you are unwilling to fight
against humans from the Imperium, you will not be deployed against them. We are not here to enslave you, but to welcome
you into our empire, the empire of the Tau
Porvre Dalyth Jishuiro,
addressing the human population of Goron Minor

THE TAU EMPIRE


The Tau are a relatively young, aspiring race, whose homeworld is situated deep in the galactic eastern rim of Ultima Segmentum.
The ancestors of the Tau had been discovered by an Imperial exploratory mission several thousand years ago. At that time, they had
been a primitive society which was confined to its homeworld of Tau and had achieved a developmental level similar to the Stone Age
on Terra. They were earmarked for routine extermination by the Imperial Navy, but before this could happen, the entire region became
isolated by unusually strong warp storms - thus the Tau could escape their premature doom.
It was only thousands of years later that the situation began to calm down and soon after, another first contact with the Tau was
made - but now they had progressed to a technological level that was comparable, in same instances even superior, to Imperial standards. There are currently many different theories about how the Tau could develop and expand in so little time, but ultimately this
question remains a mystery.
The Tau had already established a considerable empire in their sphere of influence as well as diplomatic and economic relations with
various alien races, including human dissidents who had separated themselves from the Imperium in the time of turmoil before. All
things considered, they are a peaceful and altruistic race and try to avoid bloodshed if at all possible. However, they do have armed
forces and are willing to employ military means for their ends. They are a rapidly expanding and colonising race, and wage wars to get
their own way if they deem it necessary. They are reasonable, open to new concepts and have a pronouncedly optimistic outlook on
the future and the universe. Still, the universe is a big and violent place and there are many factions far more powerful than the Tau,
so not even their survival as a race can be considered certain, even if their immediate future looks promising.

It is not the Taus way to follow a xenophobic policy of conquest and genocide of aliens as the human Imperium does, instead they are
willing to integrate alien races into their empire. This was the case with the warrior race of the Kroot who also hail from this region of
space. Following a common battle against Orks, the two races forged an alliance which has seen both parties benefiting until today.
The Kroot are fierce and relatively primitive but provide excellent close assault troops for the armies of the Tau, who are themselves
not really suited for this kind of warfare. In return, the Tau supply the Kroot with weapons and technology which they are unable to
produce themselves. Despite the good relations between both races, their differences are a point that has repeatedly caused friction.

As the Tau influence and encroachment in the Imperial sectors surrounding their empire grew too strong, the Imperium assembled an
enormous warhost, which became known as the Damocles crusade. Initially, the Imperial Navy was able to remain victorious against
several minor Tau colonies, but as the crusade hit the major sept world of Dalyth, they ran into fierce resistance. After horrendous
losses for both sides and reports coming in about the assault from Tyranid Hive Fleet Behemoth, the Imperials were forced to
withdraw.

It rues me that we have to withdraw here and leave this xenos filth victorious, trampling on the Emperors will in their foul
and ignorant ways. However, the orders from Inquisitor Kryptman and Lord Calgar are clear: a new threat has surfaced from
the void and is seemingly rampaging its way towards our very homeworld, so this must be countered first. I took a long last
look on Dalyth on the command bridge and swore under the Emperors eyes that one day we shall return and cleanse these
abominations with fire and bolter, as it is His demand and our sacred duty.
Personal Log of Captain Lucius Idaeus,
4th Company Ultramarines Chapter

THE TAU MILITARY


Tau society is separated into five castes: fire, earth, air, water and the mysterious ethereal caste. The fire caste (Shas) are the fighting
arm of the empire, providing soldiers and vehicle crews for the military. The earth caste (Fio) are workers and engineers, the air caste
(Kor) are responsible for crewing and operating all aircraft and flyers and the water caste (Por) is the caste of the diplomats, judges
and politicians. The Ethereal caste or Aun hold the position of ruling caste in Tau society, though what causes the other castes
unquestioning loyalty to them remains unknown.
All Tau are closely linked to each other and have a strong racial conscience. Everyone has his place in society and all work to achieve
the same goal, the Tauva, the Greater Good, which avails all members of the Tau empire. This is also noticeable in their battle tactics,
where mutual support and combined arms are prominent issues. The Tau have a more flexible and mobile approach to battle than the
Imperium, as they lack the almost limitless personnel resources of the human race. Thus they use mobility to get into position and then
employ hi-tech weaponry to eliminate the enemy from afar or in deadly short-range shooting. While Tau do fight close up (a necessity
often dictated by terrain, visibility and weapon ranges), they still employ the same doctrine of cautiously moving forward and
obliterating the enemy with sustained bursts of suppressive fire instead of storming forwards guns blazing like other, more aggressive
races like Humans or Orks. Close combat is generally scorned and left for those with a natural inclination for it, like their Kroot
auxiliaries. They also dont employ attrition as the Tau do not recognise the concept of expendable troops. The Tau way of war
revolves around relatively small, dedicated specialist teams to hit the enemy with disastrously effective firepower.
To accomplish this, the basis for all Tau strategies and tactics are the two concepts of Kauyon (silent hunter) and Montka (killing
blow). Kauyon means getting the enemy to move into a compromising position where he can be picked on and eliminated by the Tau.
This is almost invariably achieved by a lure - this might be a Tau formation feigning weakness and retreating to draw the attackers into
a well-prepared ambush, an important objective like a city or bridge, or even the demonstrative absence of troops. Montka on the
other hand means relocating and deploying the Tau firepower in such a way that the enemy can be destroyed quickly and decisively.

THE THIRD PHASE COLONIZATIONS


Over the recent centuries, the Tau empire has been continually forcing its expansion, colonising and annexing neighbouring systems.
The Imperial response in the form of the Damocles crusade has been the only major throwback, and even this failure was quickly
amended as the Tau forces reconquered lost systems practically in the wake of the retiring Imperials. Ever since this clash with the
human Imperium, the Tau have been preparing another phase of concentrated expansion.
Then the Despoiler struck at the Cadian Gate, and the ripples of this conflict could even be felt on the eastern fringe. This campaign,
the 13th Black Crusade, has seen an unprecedented relocation of troops in the entire Imperium, and the Tau saw their opportunity. The
Imperium was weakened and wavering as the Tau Third Phase Expansion hit it full force. The first and strongest attack saw the Tau
fleets striking systems in the Damocles Gulf and the Perdus Rift and it was there that the greatest number of planets was conquered.
Many human populations chose to pledge allegiance to the Tauva rather than the distant and abstract Imperium. All in all, the Tau
have managed to established five Third Phase (also referred to as Third Sphere) colonies clustered around their existing sept worlds
during this period. After this surge of conquest, the Tau empire is currently consolidating its hold on the newly won sectors, preparing
for any counter-strikes the Imperium might muster.

TAU SPECIAL RULES


COORDINATED FIRE
The Tau are masters of ranged warfare and have several very experienced fighters and specially equipped troops that are able to lead
other Tau on an attack, expertly directing their fire against the foe; thus Tau are especially adept at outflanking enemy formations and
attacking them from several sides with their deadly coordinated fire.
The Tau are masters of ranged warfare and have several very experienced fighters and specially equipped troops that are able to lead
other Tau on an attack, expertly directing their fire against the foe; thus Tau are especially adept at outflanking enemy formations and
attacking them from several sides with their deadly coordinated fire.
Some units are noted as being able to call in coordinated fire. Those units can order up to two other formations that have not taken an
action this turn, and which are not broken, to follow their own formation when they take an advance, double or sustained fire action, as
long as all of the formations have at least one unit within 15cm of the formation containing unit calling for coordinated fire.
Make a single initiative roll for all formations, counting a single 1 modifier if any have blast markers. If the test is failed then the original formation (containing the unit calling for coordinated fire) receives a Blast marker and must take a hold action, but the other formations are unaffected (and may take an action later in the turn). If the test is passed then all formations concerned are allowed to take
either an advance, double or sustained fire action.
There is no obligation for all formations to take the same action, and these actions may be resolved in any order, but they must all fire
at the same target formation. The formations dont have to stay within a given distance of each other and will complete their actions
one after the other. Each formations action is declared and resolved (including testing to see if the target formation is broken) before
moving on to the next Tau formation.
Note that units with this ability confer the Coordinated Fire ability to any formation that they join. For example, a Pathfinder upgrade
purchased to be added to a Fire Warrior Cadre, adds the Coordinated Fire ability to all units in the Cadre, including the Fire Warriors.

MARKERLIGHTS
Markerlights are devices carried by many types of Tau infantry and vehicles. They allow their user to mark out enemy targets
electronically, so that they can easily be targeted and engaged by other friendly units. Some Tau weapons, such as the Seeker and
Hunter are self-guided projectiles that can only be fired on targets marked by a markerlight. Their robotic brains allow them to
independently find their way to their designated target, avoiding any obstacles in the way.
All enemy formations with at least one unit within 30cm range and Line of Fire (LOF) of at least one Tau unit with the markerlights
ability is considered to be marked. When shooting at a marked formation, all ranged firepower attacks add +1 to their to-hit roll.
Guided Missiles may not be fired unless the target formation is marked, but Guided Missiles may be fired without LOF if the target is
marked. A Tau formation may not mark an enemy formation if it has used the March order during the turn, or if it has become broken.
The +1 to-hit bonus for shooting at a marked enemy may not be used when making Anti-Aircraft attacks.

TAU JET PACKS


Tau Battlesuits and Drones make use of powerful and sophisticated jump packs. These allow them to pounce on the enemy and strafe
them before retreating again out of range of the survivors retribution.
Tau Crisis Battle suits, Stealth suits and Drones make use of powerful and sophisticated jump packs. These allow them to pounce on
the enemy and strafe them before retreating again out of range of the survivors retribution.
Tau Jet Packs follow all the rules for Jump Packs. Additionally, units with Tau Jet Packs are allowed to make an additional move of
10cm after the end of an advance, double, or March order. The extra move is allowed whether or not the unit fires, and may be used to
move in any direction. This extra move follows all the normal movement rules, so unit coherency and zones of control must be adhered to as usual. No extra movement is allowed on any order other than advance or double.
In formations where only some of the units have Tau Jet Packs, the units without Tau Jet Packs are not allowed the extra move.

TAU DEFLECTOR SHIELDS


Tau deflector shields work in a different way to Imperial or Ork shields in that they do not absorb the incoming energy, but are shaped
and positioned in such a way as to deflect the incoming fire (hence the designation). A further noteworthy trait is that the shields
response will be proportionally more powerful with the energy of the attack.
Tau deflector shields work like an invulnerable save in all respects, except that this invulnerable save is always at 5+.

TAU THIRD PHASE EXPANSION ARMY LIST


Tau Armies have a Strategy Rating of 3. All formations are Initiative 2+, except for:
Any Crisis Battlesuit formation and any Manta are Initiative 1+.
Tau Core FormationsAny amount of core formations may be selected.
FORMATION

UNITS

UPGRADES ALLOWED

COST

Fire Warrior Cadre

8 Tau Fire Warrior units or


6 Tau Fire Warrior units and three Devilfish

Ethereal, Fire Warriors, Skyray, Pathfinders,


Drones, Piranhas, Hammerheads, Bonded
Team, Broadsides.

225pts

Crisis Battlesuit Cadre

4 XV8 Crisis Battlesuit units.

Commander, Supreme Commander, Crisis Suits

250pts

Tau Support FormationsUp to three may be selected per Core formation.


FORMATION

UNITS

UPGRADES ALLOWED

COST

Gun Drone Group

6 Gun Drone units

Gun Drones

150pts

Pathfinder Group

4 Pathfinder units and two Devilfishes

Gun Drones, Piranhas

175pts

Stealth Group

6 XV15 Stealth units

Gun Drones

275pts

Broadside Group

6 XV88 Broadside units

None

300pts

Recon Skimmer Group

6 Tetras or Piranhas, in any combination

Piranhas, Gun Drones

150 pts

Armour Support Group

4 Hammerheads

Skyray, Hammerheads

250pts

Skysweep Support Group

3 Skyrays

None

275pts

Kroot Kindred

1 Kroot Master Shaper unit and 9 Kroot units.

Kroot, Hounds, Krootox

175pts

Tau UpgradesUp to three Upgrades may be selected to be added to each formation.


No Upgrade may be taken by a Formation more than once each.
UPGRADE

UNITS / EFFECT

COST

0-1 Ethereal

Add one Ethereal to a Fire Warrior unit

75pts

Commander

Add one Shasel to a Crisis unit

50pts

0-1 Supreme Commander

Add one Shaso to a Crisis unit

100pts

Fire Warriors

Add 4 Fire Warrior units or


Add 4 Fire Warrior units and two Devilfishes

100pts
150pts

Gun Drones

Add 4 Gun Drone units

100pts

Hammerheads

Add 2 Hammerheads

125pts

Skyray

Add 1 Skyray

100pts

Piranhas

Add 3 Piranhas

75pts

Bonded Team

Add the Leader ability to one Fire Warrior unit

25pts

Pathfinders

Add 2 Pathfinder units and one Devilfish

125pts

Broadside Suits

Add 3 XV88 Broadside units

125pts

Crisis Suits

Add 1, 2, 3 or 4 XV8 Crisis Suit units

50pts each

Kroot

Add 5 Kroot Warrior units

75pts

Hounds

Add 3 Kroot Hound packs

50pts

Krootox

Add 3 Krootox Herds

75pts

Air Caste Formations1/3rd of your army list may be Air Caste formations.
FORMATION

UNITS

COST

Barracuda Squadron

2 Barracuda Fighters

150pts

Tiger Shark Squadron

2 Tiger Shark or Tiger Shark Missile Strike aircraft

225pts

AX-1-0 Squadron

2 AX-1-0 aircraft

350pts

Manta Dropship

1 Manta

700pts

0-1 Spacecraft

1 Hero Class Cruiser or


1 Custodian Class Battleship

200pts
250pts

Orca Dropship

1 Orca

150pts

TAU UNITS
ETHEREAL CASTE MEMBER
Ethereals (Aun) are not members of the Fire Caste, but form a separate caste ruling all others. The loyalty all other Tau display
towards them is total, their views and commandments are never questioned, save in council by a fellow Aun. Unsurprisingly, they have
a profound psychological influence on fighting troops around them, motivating them to acts of bravery or unflinching defence.
However, this does not happen out of fear but out of deep respect. Ethereals sometimes accompany a Fire Warrior Cadre into battle,
though whether their presence on the field is to command or to observe their troops is difficult to say.
In battle, they are accompanied by shield drones programmed to protect them by physically getting in the way of incoming shots or
blows if necessary, and they carry the ceremonial weapons of the Ethereal caste, the Honour Blade and the Symbols of Office. But
these are ritual weapons mainly and more used to denote rank than for actual combat. It is the Ethereals role to lead and inspire, not
so much to fight themselves, even if they are perfectly capable to do so should the need arise.
Type

Speed

Armour

Close Combat

Firefight

Character

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

Honour Blade

(base contact) Assault Weapons Extra Attacks (+1)

Notes: Character, Invulnerable Save, Leader. A formation joined by an Ethereal becomes Fearless. If the Ethereal is
killed then the formation breaks automatically.
SHASEL COMMANDER
Shasel, the second highest rank of the Shas, are Tau military commanders of the Fire Caste. They are experienced both in battle and
in commanding troops, and usually lead by example. All Fire Caste warriors of rank Shasvre or higher are equipped with a Crisis
Battlesuit, and they actually employ it to support their army in battle, unlike most Imperial officers. They are seasoned fighters and
expert suit pilots, making them a fearsome prospect at short ranges as they lead their Tarocha into attacks.
Tau make almost no use of close combat weapons, instead the most traditional officer weapon is the Plasma Rifle. They are also
supported by accompanying shield drones, which protect them from enemy attacks.
Type

Speed

Armour

Close Combat

Firefight

Character

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

Commanders Plasma Rifle

30cm

AP4+

Notes: Character, Invulnerable Save, Coordinated Fire, Leader.


SHASO COMMANDER
Shaso is the highest rank that a Fire Caste member can attain. Only those Shasel who have proven themselves worthy by repeated
success in the field are considered for promotion. Shaso do not only lead a Cadre, they are the supreme commanders for an entire
Tau army and co-ordinate entire campaigns and planetary annexations. Furthermore, they are battle-scarred warriors, supremely dangerous opponents in their XV8 Crisis Battlesuit.
They have similar weapons and equipment as the slightly junior Shasel, but their rank and importance often means that they have
access to more non-standard equipment, like several different hard-wired support systems, shield generators or upgraded weapon
systems.
Type

Speed

Armour

Close Combat

Firefight

Character

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

Commanders Plasma Rifle

30cm

AP4+

Notes: Character, Invulnerable Save, Coordinated Fire, Leader. The ShasO allows the Tau player to re-roll one
Initiative test (of any type) per turn.
FIRE WARRIOR TEAM
The indisputable mainstay of any Tau army, Tau Fire Warriors or Shasla are solid and dependable core troops. They are well
armoured and equipped with the deadly Pulse Rifles and Pulse Carbines, which provide them with a definitive edge over almost any
other type of infantry in ranged combat. They are certainly not the fastest, bravest or most endurable troopers by nature, but their
technology and extensive training goes a long way to counter any biological disadvantage they might have compared to Humans or
Orks. The result is proficiently deadly infantry. Shasla are equally capable of stout defence with their accurate, long-ranged Pulse
Rifles as of fighting up close with their Pulse Carbines with built-in Photon Grenade launchers. Together with their tightly-knit nature
and mutual support attitude,
Type

Speed

Armour

Close Combat

Firefight

Infantry

15cm

5+

6+

5+

Weapon

Range

Firepower

Notes

Pulse Rifles
Pulse Carbines

30cm
15cm

AP4+
AP5+

Disrupt

PATHFINDER TEAM
Compared to the Fire Warriors, Tau Pathfinders have a more specialised role on the battlefield. The Markerlight, their main weapon, is
not a weapon as such, but instead used to electronically mark enemy units and thus increase the accuracy of their fellow Tau against
those targets. This concept of working for the Tauva at the expense of personal glory is very prominent in Tau society (and also warfare) and makes Pathfinders very popular with other Tau units. In short, Pathfinders are out there to guide their comrades aim, not to
win the battle themselves.
Type

Speed

Armour

Close Combat

Firefight

Infantry

15cm

5+

6+

5+

Weapon

Range

Firepower

Notes

Pulse Carbines
Rail Rifles

15cm
30cm

AP5+
AP4+

Disrupt
Disrupt

Notes: Scouts, Coordinated Fire, Markerlights


XV8 CRISIS BATTLESUIT TEAM
Of all weapon systems employed by the Tau, the Crisis Battlesuit is easily the most distinctive and recognisable. On the battlefields of
the eastern rim, enemies have learned to identify and fear the shape of the XV8. It confers exceptional protection to the troopers
within, as well as mounting a vast array of deadly weapons. The Crisis greatest strengths lie in mobility and short-ranged firepower - it
is their role to get to the right place and take out the right targets. To this end, they are equipped with a selection of weapons that allow
them to engage and damage anything the enemy might have; Crisis are there to tackle any units that the normal Shasla teams cannot
deal with.
Only seasoned veterans are granted the honour of donning a Crisis battlesuit, fighting together as teams of three called Tarocha
(three minds, one purpose). Becoming a Crisis pilot is the first step in becoming a Tau officer, which amply demonstrates the
significance of the XV8 for the Fire Caste.
Type

Speed

Armour

Close Combat

Firefight

Infantry

20

3+

6+

5+

Weapon

Range

Firepower

Notes

Twin Missile Pods


Twin Plasma Rifles
Twin Fusion Blasters

45cm
30cm
15cm

AP5+ / AT6+
AP4+
MW5+

Notes: Tau Jetpacks.


XV15 STEALTH BATTLESUIT TEAM
Of all the various Battlesuit variants of the Tau, the XV15 Stealth is the smallest - a Tau in an XV15 is hardly larger than a Fire Warrior
in standard armour. However, this perfectly suits their role as infiltrators and saboteurs. In addition to the Tau Jet Pack, which is
common to most Battlesuits, the Stealth suit has the unique capability of camouflaging its wearer. This is achieved by a number of
holographic disruptors which are arrayed all over the suit and distort the wearers form, blending him into the background like a hightech chameleon.
Stealth teams either work in support of larger formations or range ahead of the main army, as lone wolves of the Tau. They are
encouraged to fight independently and have great autonomy within their mission parameters, as befits their style of fighting. They
ambush enemy units and disrupt their supply lines, like vengeful ghosts striking at will.
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

5+

6+

5+

Weapon

Range

Multiple Silenced Burst Cannons 15cm


(15cm)

Firepower

Notes

AP4+ and
Small Arms

Disrupt
First Strike

Notes: Tau Jetpacks, Teleport, Scouts, Markerlights, Reinforced Armour


XV88 BROADSIDE SUIT
The XV88 is a variant of the Crisis, designed for long-range heavy fire support. To this end, the standard Jet Pack has been removed
and replaced with even thicker armour and even more, heavier weapons. The main weapon system of the Broadside are its Twinlinked Railguns, linear particle accelerators capable of punching through virtually any amount of armour. The projectiles are
accelerated to a substantial percentage of light speed and only leave trails of fire where their passing has ignited the air. Only very few
vehicles are able to withstand a direct hit without suffering critical damage. Broadsides are much more massive and slower than Crisis,
so they take up the role of stationary fire support against enemy armoured threats. They are often employed in association with Fire
Warriors to form defence lines or solid fire bases for the Tau advance.
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

15cm

4+

6+

5+

Weapon

Range

Firepower

Notes

Twin Broadside Railguns


Smart Missile System

75cm
30cm

AT3+
AP5+

Ignores Cover

Notes: Reinforced Armour, Walker

GUN DRONE SQUAD


Tau Gun Drones (Korvesa) are small, disc-shaped, semi-sentient robots employed alongside Tau units in battle. They are equipped
with a smaller and much modified version of Tau Jet Packs, which allows them to hover over the ground and fly over most obstacles.
As weapons they carry twin-linked Pulse Carbines, a formidable weapon for short-ranged firing. Drones are often controlled by a Tau
warrior, acting as his robotic bodyguard. To be able to function independently, they need to combine their processors into a network,
so only larger groups of Drones are able to fight on their own. However, their main use is not to fight, but to provide protection for Tau
soldiers, especially Battlesuit pilots. Drones are programmed to protect Tau lives with their own body (for want of a better term) by
physically interposing themselves between the Tau and incoming fire or assailants.
Type

Speed

Armour

Close Combat

Firefight

Infantry

20cm

5+

6+

6+

Weapon

Range

Firepower

Notes

Pulse Carbines

15cm

AP5+

Disrupt

Notes: Tau Jetpacks

DEVILFISH TROOP CARRIER


The Devilfish is the trusty troop transport of Fire Warriors and Pathfinders, able to carry a full squad of them into battle. It is relatively
well armoured for a transport vehicle, but only has a single Burst Cannon for self defence. In addition, it mounts Guns Drones in
special carriages on the sides, which can be detached in battle to provide support for disembarking teams. It is based on the same
chassis as the Hammerhead, but the greatest part of the tank has been reconfigured to passenger space. It is used to carry Tau
infantry to the front, or to evacuate them when the enemy is in a position to overwhelm the Tau line. Seeing as how Tau often have to
rely on mobility, the Devilfish is a key element of their armed forces.
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

30cm

5+

6+

6+

Weapon

Range

Firepower

Notes

Burst Cannons & Gun Drones


Seeker Missiles

15m
90cm

AP5+
AT6+

Guided Missiles

Notes: Skimmer, Transport (Two Fire Warrior or Pathfinder units)


HAMMERHEAD GUNSHIP
The Hammerhead is the main battle tank of the Tau Fire Caste, like the Leman Russ for the Imperial Guard and the Predator for the
Space Marines, and it is a close match for both. Contrary to its Imperial counterparts, it is not a tracked vehicle, but a skimmer, which
allows it to pass over difficult terrain with impunity. Despite this, it is heavily armoured and carries a lethal amount of firepower.
Its main weapon system is either a Railgun or an Ion Cannon, with the self-guiding Smart Missiles as back-up. The Hammerheadmounted Railgun differs from the one mounted on Broadside Battlesuits in that it can not only fire a solid slug, but also a bundle of
sophisticated submunitions, which proves deadly against massed infantry. The Ion Cannon is a very versatile weapon, with a high rate
of fire and advanced targeting systems.
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

30cm

4+

6+

5+

Weapon

Range

Firepower

Notes

Seeker Missiles
Smart Missile System
Plus one from the following list:
Railgun
Ion Cannon
Twin Fusion Cannon

90cm
30cm

AT6+
AP5+

Guided Missiles
Ignores Cover

75cm
60cm
30cm

AP5+ / AT4+
AP4+ / AT5+
MW5+

Notes: Skimmer
SKYRAY AIR DEFENCE GUNSHIP
The Skyray gunship is the Tau version of ground-based air defence. It uses the hull of the Hammerhead as a basis, but doesnt mount
a main gun in the turret, but a Hunter Missile Launcher and Markerlights to acquire enemy aircraft. Its targeting systems are very
sophisticated and allow it to send Hunter missiles with enormous accuracy against low-flying aircraft from great distances.
It carries Seeker Missiles which can be employed versus tanks, as well as the Hunter missiles which can also be fired at armoured
ground targets with good effect, as the targeting systems allow for quick re-calibration. It is therefore a reliable tank hunter / air
defence and has become indispensable for the Tau military against opponents with strong airforce, like the Imperium of Man.
Type

Speed

Armour

Close Combat

Firefight

Armoured Vehicle

30cm

5+

6+

6+

Weapon

Range

Firepower

Notes

Smart Missile System


2x Hunter Missiles
2x Seeker Missiles

30cm
60cm
90cm

AP5+
AA5+
AT6+

Ignores Cover
Guided Missiles

Notes: Skimmer, Markerlights.

TETRA LIGHT SKIMMER


The Tetra also is a two-seated light skimmer, similar to the Piranha, but crewed by Pathfinders. Its armament, in the form of Pulse
Rifles, is considerably weaker, but it is equipped with markerlights as a recompense. Thus it can fulfil the same role as Pathfinders on
foot, and its extra speed and mobility come in very handy in certain circumstances, for example as the recon section for an armoured
cadre. Still it is a rather rare occurrence with most Tau armies, as its still a relatively new piece of equipment. They are also employed
under difficult battlefield conditions, where their mobility and smaller size allows them to go where regular Pathfinder units in their
Devilfish would find the going extremely difficult.
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

35cm

5+

6+

6+

Weapon

Range

Firepower

Notes

Tetra Pulse Rifles

30cm

AP6+

Notes: Skimmer, Scouts, Coordinated Fire, Markerlights


PIRANHA LIGHT SKIMMER
The Piranha is a military adaptation of a two-seated, open-topped light skimmer normally only employed in civilian roles. It has had
light armour added, as well as a light armament of a Burst Cannon and detachable Gun Drones, identical to those mounted on a
Devilfish. It is mostly being employed for reconnaissance duties, as a platform for launching Seeker missiles, or when there is a lack of
battlesuits or vehicles, mostly on only sparsely populated colonies. In the regular army cadres from the main Septs, which do not lack
such equipment, they are traditionally employed only to a lesser extent. However, they have proven to be a real asset to the normally
small Tau formations. They are easy to produce and maintain and can be used to perform a plethora of different duties, with
remarkable success.
Type

Speed

Armour

Close Combat

Firefight

Light Vehicle

35cm

5+

6+

6+

Weapon

Range

Firepower

Notes

Burst Cannons & Gun Drones


Seeker Missiles

15m
90cm

AP5+
AT6+

Guided Missiles

Notes: Skimmer
KROOT MASTER SHAPER
Master Shapers are the leaders of Kroot kindreds, they oversee the genetic development of their kindred as well as felling any
important decisions together with the other senior Shapers of the tribe. Their main duty is to lead their tribe to new prey species that
can be assimilated into the Kroot genome so that the kindred evolves, gaining new abilities and traits (hence the designation of
Shaper). Kroot normally hire themselves out as mercenaries, and it is the Master Shapers business to negotiate the terms of the
contract with the employers. They also lead their tribe in battle, using their superior physiology, numerous evolutionary adaptations
(enhanced reflexes, being able to spit venom, etc.) as well as the exotic and deadly weaponry gifted by their employers in exchange
for their service.
Type

Speed

Armour

Close Combat

Firefight

Infantry

15cm

6+

4+

5+

Weapon

Range

Firepower

Notes

Mercenary Weapons
Kroot Rifles

(base contact)
(15cm)

Assault Weapons Macro-Weapon, Extra Attacks (+1)


Small Arms
-

Notes: Leader, Infiltrators, Scouts


KROOT CARNIVORE SQUAD
Kroot are a relatively primitive race, but excellent infiltration and close combat troops. Their arboreal origins means they are experts in
fieldcraft, as well as tracking and ambushing enemies in dense terrain. Though Kroot are fierce and skilled fighters in close combat
and short-ranged firefights, they lack armour and must rely on the protection of their surroundings. They fight using their Kroot rifles,
originally very primitive but now adapted and upgraded by the Tau Earth Caste. However, the rifles main use is in close combat,
where the numerous blades attached to it make it an effective weapon, used in the manner of the traditional Kroot fighting staves of
old.
They are carnivorous and devour their victims after a won battle, as, according to their beliefs, this will confer their enemies strength
and courage to them. In fact, they are able to assimilate part of their preys genetic make-up and learn new abilities in this way or even
provoke artificial evolutionary leaps. But unsurprisingly, this behaviour is a constant cause of friction between them and the Tau, who
deeply despise such acts of savagery.
Type

Speed

Armour

Close Combat

Firefight

Infantry

15cm

4+

5+

Weapon

Range

Firepower

Notes

Kroot Rifles

(15cm)

Small Arms

Notes: Infiltrators, Scouts

KROOT HOUND PACK


Kroot Hounds are a different evolutionary branch of the Kroot Carnivores, a Kroot form that has evolved into a four-legged hunting
beast. Hounds are exceptionally ferocious and vicious and need handlers to take care of them, lest they turn on other Kroot or Tau.
This makes them somewhat troublesome to take along into battle and is the reason why they are singularly detested by the Tau.
They are a very animalistic, non-sentient life form exclusively used for battle and hunting purposes. They cannot make use of any
weapons or equipment, but their sharp fangs are adequate weapons for tearing apart enemies in close combat and mercilessly
pursuing any survivors.
Type

Speed

Armour

Close Combat

Firefight

Infantry

15cm

4+

Weapon

Range

Firepower

Notes

Fangs

(base contact) Assault Weapons -

Notes: Scouts, Infiltrators


KROOTOX HERD
Krootox are another Kroot form that has evolved from the main branch of the humanoid Carnivores. They, too, are stuck at a lower
level of evolutionary development, being essentially lumbering herbivores. However, they have a strong bond to their Kroot masters
and will fight alongside them savagely.
In battle, the Kroot lash a heavy weapon version of the Kroot Rifles, the Kroot Gun, to the Krootoxs back so they gain some sort of fire
support for their kindred. Krootox are very large and strong and can rip apart most enemies in close combat, while able to absorb
heavy return blows.
Type

Speed

Armour

Close Combat

Firefight

Infantry

15cm

4+

4+

4+

Weapon

Range

Firepower

Notes

Claws
Kroot Guns

(base contact)
45cm

Assault Weapons Extra Attacks (+1)


AP5+ / AT6+
-

Notes:
BARRACUDA FIGHTER
The Barracuda is the Tau standard fighter plane employed by the Kor (Air) Caste for space and aerial combat missions. It carries a
wide array of weapons and is therefore able to attack enemy aircraft as well as ground targets, however its main role is combat air
patrol to secure air superiority.
It is a very agile and manoeuvrable craft, and the Tau Air Caste pilots are physiologically better adapted to air and space combat than
most other races, as they spend practically their entire life in space or at least airborne. Until the introduction of the Skyray Gunship,
the Barracudas have been solely responsible for air defence of Fire Caste ground forces. It is only now that they are slowly adapting
for other roles as well, like ground support with their Ion Cannons and Burst Cannons. Their primary weapon for aerial combat is a
modified version of the Hunter missile (used by Skyrays) called Interceptor missile, which doesnt require a markerlight to lock on to a
target but is self-guided, but also shorter-ranged as a consequence.
Type

Speed

Armour

Close Combat

Firefight

Aircraft

Fighter

6+

Weapon

Range

Firepower

Notes

Ion Cannon
Twin Burst Cannons
Twin Missile Pods

30cm
15cm
45cm

AP4+/AT5+/AA5+
AA6+
AP5+/AT6+

Fixed Forwards Arc


Fixed Forwards Arc

TIGERSHARK
The Tiger Shark is not a dedicated bomber, but fulfils the dual role of bomber and drone transport craft. In addition to its usual board
weapons, its bays can hold a great number of Gun Drones that can be dispersed during flight. This allows the Tau to drop small formations of (relatively expendable) troops in the back of the enemy where they can sow confusion, simulate offensives and generally
cause havoc.
Type

Speed

Armour

Close Combat

Firefight

Aircraft

Bomber

4+

Weapon

Range

Firepower

Notes

Twin Ion Cannon


Burst Cannons
Twin Missile Pods

30cm
15cm
45cm

AP4+/AT5/AA4+
AA6+
AP5+/AT6+

Fixed Forwards Arc


Fixed Forwards Arc

Notes: Transport (May carry three Gun Drone units). The Tigershark cannot land, make Engagement actions, or
embark units, but can disembark transported Drones after an approach move. The disembarked Drones formation
may shoot when it disembarks as normal, and counts as having had its action for that turn. Transported Gun Drone
formations may be split across multiple Tigersharks in a formation as an exception to the normal transport rules.

TIGERSHARKMISSILE STRIKE VARIANT


When not equipped for the Drone carriage mission, the Tiger Shark is a powerful strike aircraft that can effectively counter ground
formations with its twin-linked Ion Cannons, Burst Cannons and Markerlight-guided missiles. Sometimes they are the only support for
Pathfinders working deep behind enemy lines, increasing their firepower with their missile salvos that can be carried to a marked
target within a moments notice.
Type

Speed

Armour

Close Combat

Firefight

Aircraft

Bomber

4+

n/a

n/a

Weapon

Range

Firepower

Notes

Twin Ion Cannons


Burst Cannons
Twin Missile Pod
4x Aircraft Seeker Missiles

30cm
15cm
45cm
45cm

AP4+/AT5+/AA4+
AA6+
AP5+/AT6+
AT6+

Fixed Forwards Arc


Fixed Forwards Arc
Fixed Forwards Arc, Guided Missiles

TIGERSHARKAX-1-0 VARIANT
A more recent variant of the Tiger Shark, jointly developed by the Earth and Air Castes in secret, replaces the drone racks and Ion
cannons with two light calibre Railcannons. These massive weapons, usually mounted on support craft, turn the Tiger Shark into a
formidable ground attack strike craft, capable of engaging and destroying super heavy tanks and Titans.
Type

Speed

Armour

Close Combat

Firefight

Aircraft

Bomber

4+

n/a

n/a

Weapon

Range

Firepower

Notes

Twin Tigershark Railcannon


Burst Cannons
Twin Missile Pod

45cm
15cm
45cm

MW3+
AA6+
AT6+

Fixed Forwards Arc, Titan-Killer (D3)


AT6+, Fixed Forwards Arc

ORCA DROPSHIP
The Orca is a dropship, normally used to carry Tau troops from orbiting spacecraft to a planets surface. It relies more on its massive
engine power than aerodynamics to keep it airborne, as its usually dropped from larger craft and only uses its thrusters to slow its
descent. Tau planetary landings can take the form of a massive, concerted drop of whole cadres, or the insertion of small, infiltrating
teams into enemy-held territory.
To fulfil this role of troops shuttle, the Orca has a large troop carrying capacity and can even hold the larger battlesuits. However, it is
only lightly armoured and is not partially suited for combat drops during battle, where it runs risk of being shot down. Usually, the
landing zone is being prepared either by bombardment from other aircraft or infiltrators on the ground, so the Orca can disembark its
cargo in relative safety.
Type

Speed

War Engine, Aircraft Bomber

Armour

Close Combat

Firefight

4+

6+

6+

Weapon

Range

Firepower

Notes

Twin Burst Cannon


Twin Missile Pod
Aircraft Seeker Missiles

15cm
45cm
45cm

AA6+
AP5+/AT6+
AT6+

Forwards Arc
Guided Missiles

Damage Capacity 2. Critical Hit Effect: The Orca and all units aboard are destroyed in a spectacular explosion.
Notes: Planetfall, Transport (up to twelve: Fire Warriors, Pathfinders, Stealth, Gun Drones, Kroot, Kroot Master
Shaper, Crisis, Broadside units. Crisis units take up two slots each).

MANTA DROPSHIP
Instead of Titans, Tau make use of small spacecraft as heavy support units to their battle lines. Fighting so close to the surface, the
greatest part of their energy must be expended to keep them airborne, so they are not capable of fast manoeuvres once they are
committed to ground combat. The ubiquitous Manta Missile Destroyer is the most commonly used of these, and can be employed as
transport craft to land troops as well as dedicated support craft. Its firepower is withering and easily a match for the largest Imperial
Titans or Ork Gargants, as it sports a Heavy Railcannon as main armament, as well as Heavy Ion Phalanxes and smaller defence
weapons for close range. The Manta is also widely employed in space engagements as bomber craft, where it is designated as a
Missile Destroyer. In addition to its impressive armament, the Manta can transport a full fighting Cadre with support vehicles into
battle and deploy them under heavy covering fire. It is heavily constructed with reinforced armour and even has a powerful deflector
shield (akin to those installed on the major Tau Spacecraft) to absorb incoming fire.
Type

Speed

Armour

Close Combat

Firefight

War Engine

20cm

5+

5+

Weapon

Range

Firepower

Notes

Heavy Railcannon
3x Heavy Ion Phalanx
4x Twin Manta Burst Cannons
Twin Linked Missile Pods

90cm
75cm
15cm
45cm

MW2+
AP3+/AT4+
AA6+
AP5+/AT6+

Titan-Killer (D3), Fixed Forwards Arc


Fixed Forwards Arc
Fixed Forwards Arc

Damage Capacity 8. Critical Hit Effect: The Tau Deflector Shield is knocked offline and may not be used for the
remainder of the game. Further critical hits cause an additional point of damage.
Notes: Support Craft, Tau Deflector Shield, Reinforced Armour, Planetfall, Transport (may carry up to 20: Fire Warriors, Pathfinders, Stealth, Gun Drones, Crisis, Broadside units, Kroot, Kroot Master Shaper. Crisis units take up two
slots each. In addition the Manta may carry 4 vehicles of the following types: Devilfish, Hammerhead, Skyray,
Piranha or Tetra. 3 Tetras may be carried in each vehicle slot).
HERO CLASS CRUISER (LARSHI), VASHYA CONFIGURATION
In the Kor'vattra Ileath'fannor - Commerce and Exploration Fleet, the fleet of starships which has served the Empire since its first
expansion into space - the Lar'shi(Hero) is the pinnacle of modular Tau stellar technology. Designed as a match for Imperial ships of
the line, it is a powerfully gunned cruiser capable of facing most cruiser-sized opposition in space, being the first large starship the Tau
built for the sole purpose of combat. In addition to its numerous weapon systems, it has troop transport capabilities and can deploy
several Moray assault ships, Orca dropships or even the huge Manta Missile Destroyers by planetfall.
In keeping with the Shas'ar'tol's and Kor'vattra's shared concept of surgical warfare, Tau starships eschew the massed orbital
bombardment strikes used by other spaceborne races during ongoing ground battles, to avoid friendly fire accidents and collateral
damage - as they normally dont wish to destroy what they are fighting for. Instead, they employ highly accurate pin-point attacks and
ship-launched Tracer Missles to take out enemy formations and war engines with high precision.
Type

Speed

Armour

Close Combat

Firefight

Spacecraft

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

2x Pin-point attack

n/a

MW2+

Titan-Killer (D3)

Notes: Transport (may carry up to 6 Orcas plus any troops carried in them. Mantas and any embarked troops can
also be carried but count as 3 Orcas for transport purposes)
CUSTODIAN CLASS BATTLESHIP (ORES ELLEATH)
The recent rapid expansion of the Tau Empire placed significantly increased pressure on the Korvattra, the Tau fleet. The Korvattras
early setbacks against the Imperial Navy during the Lithesh War, as well as the emerging threat of the Tyranid splinter fleets, had
called Korvattras prior engagement tactics into question. The very best Fio (Earth) Caste scientists of the Tau Sept were tasked with
developing the program known as the Kororvesh, incorporating new technologies and combat doctrines into a new series of starships.
The Ores ElLeath (Custodian) battleship is the largest starship class of this next generation of Tau vessels, the Korvattra Qathfannor
the Commerce Protection Fleet. It is a huge carrier, transporting squadrons of Barracuda fighters and Manta Missile Destroyers,
which fly in support of the rest of the Tau fleet. When providing close support to planetary landings or other ground-based campaigns,
it can bring its powerful shipboard Ion Cannons to bear against enemy war engines. In addition, its prow Gravitic Launcher is capable
of launching waves of Tracer Missiles to the surface, guided to their targets by allied Markerlight armed ground units, in order to maximise their ability to lay waste to suitable enemy formations.
Type

Speed

Armour

Close Combat

Firefight

Spacecraft

n/a

n/a

n/a

n/a

Weapon

Range

Firepower

Notes

2x Gravitic Tracer Salvo

n/a

3x MW5+

Guided Missiles

Notes: Slow and steady, Transport (may carry up to 18 Orcas plus any troops carried in them. Mantas and any embarked troops can also be carried but count as 3 Orcas for transport purposes). Each of the two Tracer Salvos may be
targeted at different formations.

DESIGN NOTES
Tau Drones: The effect of Drones is often built into the shooting values and armour values of Tau units, rather than being listed
separately. For example, the effect of Gun Drones is built into the firepower for the pulse weapons used by Tau infantry, and the
presence of Shield Drones accounts for the higher than average armour values of Tau infantry and Tau battlesuits.
Tau Miniatures: The Epic Tau miniatures range is available from ForgeWorld. You can find out more about the Forge World range at
their website: www.forgeworld.com.
Basing Tau Units: Crisis Battlesuits, Heavy Drones and Krootox should be mounted 2-4 to a base. Fire Warriors, Pathfinders,
Stealth, Gun Drones, Kroot, Kroot Hounds, Kroot Master Shapers are based as regular infantry. All other units are based individually.
Feel free to add a Drone to infantry and Battlesuit stands, as well as light vehicle bases and armoured vehicles, if you wish. The
Broadside unit assumes a single battlesuit accompanied by controlled shield drones.
Firefight Values: This has come up a number of times, and so it would be a good idea to set out the reasoning for this. The Tau in
Epic Armageddon have low firefight values, and strengthened ranged firepower, as compared to their Warhammer 40,000 incarnation.
This seems counter-intuitive to some players. This has been implemented to reflect the stand off nature of the Tau battle plan, and to
encourage the use of stand-off fire exchanges. While it is true that the standard side arms of other races equates to a high firefight
value, they also have various other weapons at their disposal, such as grenades and pistols. In addition, high firefight values are
equally good in anti-armour assaults, which is not something that the Fire Warriors excel at. In addition, high firefight values would
make the Tau a strong assaulting force.
Support Craft: Some large war engines of the Tau operate above the battlefield, below the airspace used by aircraft, but
higher than standard skimmer levels/terrain features. The vehicles which loom over the fight in this way have this stated in
their individual notes. They operate exactly as skimmers which are popped up at all times.

TYPE

Character

Character

Character

Infantry

Infantry

Infantry

Infantry

Infantry

Infantry

Infantry

Infantry

Infantry

Light Vehicle

Light Vehicle

Light Vehicle

Armoured
Vehicle

Armoured
Vehicle

Armoured
Vehicle

WE, Aircraft

WE

Aircraft

Aircraft

Aircraft

Aircraft

Spaceship

Spaceship

NAME

Ethereal

ShasO Commander

ShasEl Commander

Fire Warrior unit

Gun Drone unit

Pathfinder unit

Kroot Master Shaper unit

Kroot Carnivore unit

Kroot Hound unit

Krootox Herd unit

XV8 Crisis Battlesuit unit

XV15 Stealth Battlesuit unit

XV88 Broadside Battlesuit

Tetra Light Skimmer

Piranha Light Skimmer

Devilfish Troop Carrier

Hammerhead Gunship

Skyray

Orca Dropship

Manta Dropship

Barracuda Fighter

Tigershark

Tigershark (Missile Strike)

Tigershark (AX-1-0)

Hero Class Cruiser

Custodian Class Battleship

n/a

n/a

Bomber

Bomber

Bomber

Fighter

20cm

Bomber

30cm

30cm

30cm

35cm

35cm

15cm

20cm

20cm

15cm

15cm

15cm

15cm

15cm

20cm

15cm

n/a

n/a

n/a

SPEED

n/a

n/a

4+

4+

4+

6+

5+

4+

4+

4+

5+

5+

5+

4+

5+

3+

4+

6+

5+

5+

5+

n/a

n/a

n/a

ARMOUR

n/a

n/a

n/a

n/a

n/a

n/a

6+

6+

6+

6+

6+

6+

6+

6+

6+

4+

4+

4+

4+

6+

6+

6+

n/a

n/a

n/a

CC

n/a

n/a

n/a

n/a

n/a

n/a

5+

6+

6+

5+

6+

6+

6+

5+

5+

5+

4+

5+

5+

5+

6+

5+

n/a

n/a

n/a

FF

2x Custodian Tracer Salvo

2x Pin-Point Attack

Twin Tigershark Railcannon


Burst Cannons
Twin Missile Pod

Twin Ion Cannon


Burst Cannons
Twin Missile Pod
4x Aircraft Seeker Missiles

Twin Ion Cannon


Burst Cannons
Twin Missile Pod

Ion Cannon
Twin Burst Cannons
Twin Missile Pod

Twin Heavy Railcannon


3x Heavy Ion Phalanx
4x Twin Manta Burst Cannons
Twin Missile Pod

Twin Burst Cannon


Twin Missile Pods
Aircraft Seeker Missiles

Smart Missile System


2x Hunter Missiles
2x Seeker Missiles

Smart Missile System


Seeker Missiles
Plus one turret from the list below:
Railgun
Ion Cannon
Twin Fusion Cannon

Bust Cannon & Gun Drones


Seeker Missiles

Burst Cannon & Gun Drones


Seeker Missiles

Tetra Pulse Rifles

Twin Broadside Railguns


Smart Missile System

Multiple Silenced Burst Cannons

Twin Missile Pod


Twin Plasma Rifles
Twin Fusion Blasters

Claws
Kroot Guns

Fangs

Kroot Rifles

Mercenary Weapons
Kroot Rifles

Pulse Carbines
Rail Rifles

Pulse Carbines

Pulse Rifles
Pulse Carbines

Commanders Pulse Rifle

Commanders Pulse Rifle

Honour Blade

WEAPONS

n/a

n/a

45cm
15cm
45cm

30cm
15cm
45cm
45cm

30cm
15cm
45cm

30cm
15cm
45cm

90cm
75cm
15cm
45cm

15cm
45cm
45cm

30cm
60cm
90cm

30cm
90cm
75cm
60cm
30cm

15cm
90cm

15cm
90cm

30cm

75cm
30cm

15cm
(15cm)

45cm
30cm
15cm

(base contact)
45cm

(Base Contact)

(15cm)

(Base Contact)
(15cm)

15cm
30cm

15cm

30cm
15cm

30cm

30cm

(Base Contact)

RANGE

TAU ARMY LIST REFERENCE SHEETV6.20

3x MW5+, Guided Missiles

Mw2+, Titan Killer (D3)

MW3+, Fixed Forwards Arc, Titan Killer (D3)


AT6+, Fixed Forwards Arc

AP4+ / AT5+ / AA4+, Fixed Forwards Arc


AA6+
AP5+ / AT6+, Fixed Forwards Arc
AT6+, Fixed Forwards Arc, Guided Missiles

AP4+ / AT5+ / AA4+, Fixed Forwards Arc


AA6+
AP5+ / AT6+, Fixed Forwards Arc

AP4+ / AT5+ / AA5+, Fixed Forwards Arc


AA6+
AP5+/AT6+, Fixed Forwards Arc

MW2+, Titan Killer (D3), Fixed Forwards Arc


AP3+ / AT4+, Fixed Forwards Arc
AA6+
AP5+ / AT6+, Fixed Forwards Arc

AA6+
AP5+ / AT6+, Forward Arc
AT6+, Guided Missiles

AP5+, Ignores Cover


AA5+
AT6+, Guided Missiles

AP5+ / AT4+
AP4+/AT5+
MW5+

AP5+, Ignore Cover


AT6+, Guided Missiles

AP5+
AT6+, Guided Missiles

AP5+
AT6+, Guided Missiles

AP6+

AT3+
AP5+, Ignores Cover

AP4+, Disrupt and


Small Arms, First Strike

AP5+/AT6+
AP4+
MW5+

Assault Weapons, Extra Attacks (+1)


AP5+/AT6+

Assault Weapons

Small Arms

Assault Weapons, Macro-Weapon, Extra Attacks (+1)


Small Arms

AP4+, Disrupt
AP5+, Disrupt

AP5+, Disrupt

AP4+
AP5+, Disrupt

AP4+

AP4+

Assault Weapon, Extra Attacks (+1)

FIREPOWER

Slow and Steady. Transport (18 Orcas and Mantas plus transported
troops. Mantas take up 3 slots each)

Transport (6 Orcas and Mantas, plus transported troops. Mantas


take up 3 slots each)

Transport (3 Gun Drones). Drones are disembarked after the


approach move is complete and may shoot immediately.

Damage Capacity 8. Critical: Deflector shield removed. Further


Criticals cause an extra point of damage.
Support Craft, Tau Deflector Shield, Reinforced Armour, Planetfall,
Transport (20, see datasheet)

Damage Capacity 2. Critical: Orca and all models aboard are


destroyed.
Planetfall, Transport (12, see datasheet)

Skimmer, Markerlights

Skimmer. A Hammerhead may have one Railgun or, one Ion


Cannon or one Twin Fusion Cannon.

Skimmer, Transport (Two Fire Warrior units or Pathfinder units)

Skimmer

Skimmer, Scouts, Coordinated Fire, Markerlights

Reinforced Armour, Walker

Tau Jet Packs, Scouts, Reinforced Armour, Markerlights, Teleport

Tau Jet Packs

Infiltrators, Scouts

Infiltrators, Scout

Leader, Infiltrators, Scout

Scouts, Coordinated Fire, Markerlights

Tau Jet Packs

Invulnerable Save, Coordinated Fire, Leader

Invulnerable Save, Coordinated Fire, Leader. May re-roll one failed


initiative test per turn.

Invulnerable Save, Leader, a formation joined by an Ethereal


becomes Fearless, but breaks instantly if he is killed.

NOTES

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